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[D&D] Guns and Ammo
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<blockquote data-quote="Thorvald Kviksverd" data-source="post: 50909" data-attributes="member: 1495"><p>Just a few odd points in no particular order, hope some prove useful...</p><p></p><p><strong>POINT 1:</strong> Smoothbores are faster to load than rifled-bores and have a higher muzzle velocity (everything else being equal), but are much less accurate. Possible mechanics...</p><p></p><p><strong>Musket:</strong> Normal re-load time, Full Round + Move Equivalent; may attempt quick reload, with a successful REFL save cutting time to Full Round, but a drastic failure requiring a restart (perhaps a FEAT would make this automatic).</p><p></p><p><strong>Rifle:</strong> Reload as Musket, but increase times by Move Equivalent. Range increment greater than for Musket. The base damage should probably be less than for a musket, due to the lower velocity and generally smaller ball.</p><p></p><p><strong>POINT 2:</strong> Order of reliability (lowest to highest)--Firelock, Flintlock, Wheel-lock, Percussion. Dampness--to say nothing of actual rain--is the bane of all save the latter (though it is not immune either). The wheel-lock takes a hideously long time to load--and good luck if you've lost or dropped the winding key.</p><p></p><p><strong>POINT 3:</strong> While a dagger, sword thrust, or arrow striking a vital point will kill you just as dead as a similarly placed ball, the ball is much more likely to cause severe damage even with less precise placement. The increased threat range mentioned is one possible solution, as is an increase in base damage, but I'm partial to the following...</p><p></p><p><strong>Variable Crit Multiplier:</strong> The Crit Mult is tied to the number rolled to score the threat. ex: 1d8/18-20/x2-x4; 18=x2, 19=x3, 20=x4; or x3-x5 etc...</p><p></p><p>Perhaps smoothbores would have a lower range (x2-x4), while rifled bores would have a greater one to reflect their greater accuracy (x3-x5).</p><p></p><p>I think this does a good job of simulating the potentially devastating nature of firearms, while still accounting for the grazing shot.</p><p></p><p><strong>POINT 4:</strong> Firearms are notorious for their ability to punch through armor (as are crossbows, though to a lesser extent). Perhaps you could rule that they ignore <strong>X</strong> points of armor.</p><p></p><p>Happy Tweaking <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Hope there are enough <em>observations</em> there to offset the house rules portions <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Good thing I pre-viewed my post, you can't use the technical term for the final step you take to "arm" the weapon.</p><p></p><p><strong>BTW--</strong> I'm not suggesting that you necessarily use ALL of these rules together; for example, armor penetration might be used in lieu of, or in conjunction with, the variable crit mult (and vice versa). I just hope one or two might prove useful or inspirational.</p></blockquote><p></p>
[QUOTE="Thorvald Kviksverd, post: 50909, member: 1495"] Just a few odd points in no particular order, hope some prove useful... [b]POINT 1:[/b] Smoothbores are faster to load than rifled-bores and have a higher muzzle velocity (everything else being equal), but are much less accurate. Possible mechanics... [b]Musket:[/b] Normal re-load time, Full Round + Move Equivalent; may attempt quick reload, with a successful REFL save cutting time to Full Round, but a drastic failure requiring a restart (perhaps a FEAT would make this automatic). [b]Rifle:[/b] Reload as Musket, but increase times by Move Equivalent. Range increment greater than for Musket. The base damage should probably be less than for a musket, due to the lower velocity and generally smaller ball. [b]POINT 2:[/b] Order of reliability (lowest to highest)--Firelock, Flintlock, Wheel-lock, Percussion. Dampness--to say nothing of actual rain--is the bane of all save the latter (though it is not immune either). The wheel-lock takes a hideously long time to load--and good luck if you've lost or dropped the winding key. [b]POINT 3:[/b] While a dagger, sword thrust, or arrow striking a vital point will kill you just as dead as a similarly placed ball, the ball is much more likely to cause severe damage even with less precise placement. The increased threat range mentioned is one possible solution, as is an increase in base damage, but I'm partial to the following... [b]Variable Crit Multiplier:[/b] The Crit Mult is tied to the number rolled to score the threat. ex: 1d8/18-20/x2-x4; 18=x2, 19=x3, 20=x4; or x3-x5 etc... Perhaps smoothbores would have a lower range (x2-x4), while rifled bores would have a greater one to reflect their greater accuracy (x3-x5). I think this does a good job of simulating the potentially devastating nature of firearms, while still accounting for the grazing shot. [b]POINT 4:[/b] Firearms are notorious for their ability to punch through armor (as are crossbows, though to a lesser extent). Perhaps you could rule that they ignore [b]X[/b] points of armor. Happy Tweaking :) Hope there are enough [i]observations[/i] there to offset the house rules portions ;) Good thing I pre-viewed my post, you can't use the technical term for the final step you take to "arm" the weapon. [b]BTW--[/b] I'm not suggesting that you necessarily use ALL of these rules together; for example, armor penetration might be used in lieu of, or in conjunction with, the variable crit mult (and vice versa). I just hope one or two might prove useful or inspirational. [/QUOTE]
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